Level: 9
Range: 1" per level of caster
Components: V,S,M
Casting Time: 3 rounds
Duration: Permanent
Saving Throw: Neg.
Area of Effect: All living
creatures in range
By means of
this spell, a stasis
field is created about
the spell focus, radiating
outwards in
an expanding sphere through
solid
rock and other physical
or magical barriers
(only an anti-magic shell;
prismatic
sphere, or a closed cube-
or spherically-shaped
wall of force will stop
its
effects), 2" per round,
until it reaches a
maximum spherical volume
of 1" radius
per level of the caster.
All living creatures
within this field except
the caster
and any beings protected
as noted
above must save vs. spell
or be placed in
suspended animation, whether
they
wish to or not. Creatures
of level or hit
dice equal to, greater than,
or up to
three levels or dice less
than the spellcaster
save “at par”; creatures
of 4 to
seven dice or levels less
than the caster
save at -1, and creatures
of even lesser
levels save at an additional
-1 penalty
per level less than seven
below the caster’s.
The body functions of affected
creatures virtually cease,
but they do
not die as a direct result
of this state—
nor will they grow older
as the years
pass. If a creature in stasis
is slain by
another means (physical
attack, crushing
or burial or drowning due
to physical
changes around the body,
and the
like), stasis ends instantly
and the body
will decay normally, for
the affected
victim only.
The caster requires his or
her own
blood (at least nine drops)
smeared into
an unbroken ring on any
stable surface
(usually stone) of a radius
not more
than the overall length
of the caster’s
hand (wrist to fingertips),
into which
are placed at least six
500-gp value
gems, of any sort. This
is the “spell
focus” referred to above.
When the
spellcasting is complete,
four of these
gems vanish, consumed in
the act of
releasing the spell’s power.
The rest fuel
the stasis field, and dwindle
slowly as
the time passes (roughly
1 year of stasis
being yielded per 10 gp
of gem value).
Removal of any gemstone
from the circle,
except by its consumption
by the
field, or the breaking of
the ring itself,
instantly ends the stasis
effect, as will
using up all of the gems,
but any number
of gems that will fit can
be added to
the inside of the ring at
any time to
“refuel” the spell, extending
its period
of efficacy.
The
stasis can be lifted from individual
creatures without harm and
without
releasing other creatures
under the
same stasis by casting temporal
reinstatement
(cf. temporal
stasis in the PH) or the reverse
of this spell, Phezult’s
awakening
(which requires neither
gems nor blood
in its casting, but merely
seven drops of
pure or holy water) upon
the spell focus
rather than upon individual
creatures.
The stasis field shrinks
gradually to
nothingness at the same
rate at which it
originally expanded, freeing
any creatures
formerly within it instantly,
and
without any lingering effects
as it does
so. No further gemstone
material is lost.
Creatures entering the field
after it
has reached its full extent,
even decades
or centuries after the spell
was
cast must save vs. spell
to avoid falling
into stasis. The penalties
for their level
or hit dice described above
apply, but so
does a +3 bonus to the save
for any
creature arriving in the
field after it has
stabilized at full extent.
Such a save
must be made each time a
creature
enters the stasis field,
even if it has
entered and been unaffected
before;
but each creature need save
only once
per exposure to a particular
sleep of
ages stasis field. Creatures
who are
physically removed from
such a field
without being magically
roused will
wake up by themselves 2-8
rounds after
such removal, with no ill
effects; the
casting of a dispel magic
will awaken
such beings instantly if
cast upon them
when they are outside a
field, but physical
means will not hurry the
process. A
creature taken out of a
stasis field and
then taken back in before
awakening
returns to stasis without
becoming conscious.
Creatures in stasis who
are mentally
contacted by magic or psionics
while within the field do
not respond,
and the being contacting
them is placed
in stasis (temporary, awakening
after 2-
8 rounds as described above)
each time
such contact is attempted.
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